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05-03-22 05:51:49 AM
Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed
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Deleted User
Collection of nobodies
Posted on 09-13-08 06:32:11 AM (last edited by Blaster at 09-14-08 12:08 AM) Link
My suggestions:

1. An undo and redo feature

2. An option to not allow objects to go through each other.

3. If you make an undo or redo feature, an option to set how many times you can undo and redo, to save ram.
Linkin800
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Posted on 09-13-08 03:22:50 PM (last edited by Linkin800 at 09-13-08 12:23 PM) Link
Custom Texture slots, they could be just empty slots on the texture viewer that you can use to put custom textures in game so your not limited to use just the textures that are already in game. It could be used for the new 3D models, Like their could be a list of 3D objects in a list that you could choose from and checkmark which ones would use the texture.

This could be almost impossible I guess, but if its not it would be cool if you made it.
VL-Tone
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Posted on 09-14-08 03:04:32 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster
My suggestions:

1. An undo and redo feature

2. An option to not allow objects to go through each other.

3. If you make an undo or redo feature, and option to set how many times you can undo and redo, to save ram.


1 and 3. I'll see what I can do. I had planned an undo version but it wasn't working properly so I kind of forgot about it. Multiple undos might be a little more complicated.

2. It's a good idea, though it might not be easy to do, it would require implementing a collision system.

Originally posted by Linkin800
Custom Texture slots, they could be just empty slots on the texture viewer that you can use to put custom textures in game so your not limited to use just the textures that are already in game. It could be used for the new 3D models, Like their could be a list of 3D objects in a list that you could choose from and checkmark which ones would use the texture.

This could be almost impossible I guess, but if its not it would be cool if you made it.


Far from impossible, these are planned features in TT64 0.6

The importer will create a new texture bank, and will import the .obj textures in it. You'll also be able to add custom textures to this new bank, and you'll be able to assign and override the textures assigned to models, meshes and even individual triangles.


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Posted on 09-18-08 03:42:32 AM (last edited by Blaster at 09-18-08 02:38 AM) Link
A way to edit the hard coded camera moves in TT64.

Edit:
Originally posted by VL-Tone
Originally posted by Blaster
My suggestions:
2. An option to not allow objects to go through each other.




2. It's a good idea, though it might not be easy to do, it would require implementing a collision system.



Actually, I don't think it would come in handy to often. If it's too hard you probably shouldn't worry about it.
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Posted on 09-18-08 12:05:16 PM Link
If you "zoom in" enough, you can actually see when objects start to collide because the texture will flicker.

The game actually don't care if you collide two solid objects, so I'm not sure if it's worth working on this.

About camera positions, this is something we know very little. So far, the only hardcoded camera setting I've found (almost by accident) was the initial castle grounds position. I guess we'll have to see how the game will handle a imported level (camera-wise) before choosing the best option to deal with it.

As for bosses star coordinates, if somebody is willing to help I have a working method for finding them using Nemu. It's just a matter of sitting at the computer, beating the bosses and collecting some numbers from the debugger.
If anybody is interested in helping so this can get implemented soon on TT64 I can work out a detailed guide with screenshots. No ASM knowledge is required.

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Stevoisiak
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Posted on 09-18-08 06:19:44 PM Link
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?
Deleted User
Collection of nobodies
Posted on 09-18-08 11:45:50 PM (last edited by Blaster at 09-19-08 11:53 PM) Link
Originally posted by Stevoisiak
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?


Yes, I know, but I want to edit the camera in BOB, not castle grounds.

Edit:
1. A way in TT64 to copy and paste objects, including one or more.

2. Speed improvements. The latest version (0.5.99b) is much slower than the last version at everything except the 3d view.

3. Being able to see lava and water in the editor.

4. TT64 being able to remember unused object combos.
GhostMaster3000
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Posted on 09-20-08 02:26:12 PM Link
The ability to add/remove water, lava, haze, etc. To levels
Also being able to lower or raise the things listed above

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messiaen
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Posted on 09-20-08 02:46:07 PM Link
Blaster: Regarding your suggestion no. 4, I posted something about it in the bugs report thread. VL-Tone replied and asked for a few
specific details (which I haven't tested yet), so take a look at this post and if possible try to test them out.

As for performance, the only thing that has slowed down for me is when selecting a 0x24/0x43 object. When I click it, either on the object itself or in the object listing, it takes about a second to select it. After this slight delay, everything is normal again.

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VL-Tone
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Posted on 09-22-08 01:50:01 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster
Originally posted by Stevoisiak
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?


Yes, I know, but I want to edit the camera in BOB, not castle grounds.

Edit:
1. A way in TT64 to copy and paste objects, including one or more.

2. Speed improvements. The latest version (0.5.99b) is much slower than the last version at everything except the 3d view.

3. Being able to see lava and water in the editor.

4. TT64 being able to remember unused object combos.


Forget about the "camera anchor" objects, I don't even think they have anything to do with cameras.

1. You can already copy and paste objects, but you first have to select parameters by clicking on them in the parameter bar (holding shift to select multiple params). Selected params will have a yellow outline. Click on "Copy param", select another object, or multiple objects and click "paste params". This gives you a lot of flexibility, since you can chose to copy only the model ID or only the position, or everything.

But I understand that a standard "copy object" function would be useful too, copying all parameters at once. Also, while you can paste the params over multiple objects, it could be useful to be able to copy/paste multiple different objects.

2. Like messiaen pointed out, the only thing that's really slower in the latest version is when you select objects. I don't know why it's much slower now, I'll investigate the question.

3. Having water and lava in levels should be interesting, and editing also. But adding or removing water or lava in the original levels is out of the question, as it would require inserting commands and moving and repointing stuff. The exception will be new levels created with the importer. I will likely add an option where you can chose to enable water/lava in this level.

4. I'll have to debug the label system for the new level/object importer anyway, I'll try to see where the problem is.

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Deleted User
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Posted on 09-22-08 02:29:22 AM (last edited by Blaster at 09-22-08 03:00 AM) Link
Originally posted by VL-Tone
Originally posted by Blaster
Originally posted by Stevoisiak
Originally posted by Blaster
A way to edit the hard coded camera moves in TT64.


I think I said this before somewhere, but in castle grounds, theres a few objects titled "Camera Anchor?". Mybe those might do something?


Yes, I know, but I want to edit the camera in BOB, not castle grounds.

Edit:
1. A way in TT64 to copy and paste objects, including one or more.

2. Speed improvements. The latest version (0.5.99b) is much slower than the last version at everything except the 3d view.

3. Being able to see lava and water in the editor.

4. TT64 being able to remember unused object combos.


Forget about the "camera anchor" objects, I don't even think they have anything to do with cameras.

1. You can already copy and paste objects, but you first have to select parameters by clicking on them in the parameter bar (holding shift to select multiple params). Selected params will have a yellow outline. Click on "Copy param", select another object, or multiple objects and click "paste params". This gives you a lot of flexibility, since you can chose to copy only the model ID or only the position, or everything.

But I understand that a standard "copy object" function would be useful too, copying all parameters at once. Also, while you can paste the params over multiple objects, it could be useful to be able to copy/paste multiple different objects.

2. Like messiaen pointed out, the only thing that's really slower in the latest version is when you select objects. I don't know why it's much slower now, I'll investigate the question.

3. Having water and lava in levels should be interesting, and editing also. But adding or removing water or lava in the original levels is out of the question, as it would require inserting commands and moving and repointing stuff. The exception will be new levels created with the importer. I will likely add an option where you can chose to enable water/lava in this level.

4. I'll have to debug the label system for the new level/object importer anyway, I'll try to see where the problem is.

Actually, when I said everything was slower in this version than the last version except for the 3d view, I exaggerated. I haven't actually tried everything yet, but I have noticed that selecting objects, changing the size of the TT64 window and turning on/off act stars on objects is slower. Sorry.

Edit: Actually, I how found more things which are slower and I have to disagree that the only thing that has slowed down in the current version is selecting objects.
VL-Tone
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Posted on 09-23-08 04:53:46 AM Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by Blaster

Actually, when I said everything was slower in this version than the last version except for the 3d view, I exaggerated. I haven't actually tried everything yet, but I have noticed that selecting objects, changing the size of the TT64 window and turning on/off act stars on objects is slower. Sorry.

Edit: Actually, I how found more things which are slower and I have to disagree that the only thing that has slowed down in the current version is selecting objects.


Could you give some examples? It's hard to me to know what's slower since most everything is much faster on my Mac since it's now an intel native version (vs. the previous emulated PPC version).

One thing I know is that everything that refreshes the selection boxes states, that includes selecting 3d objects and changing act stars, but if resizing the window is slower, it should be for another reason (resizing refreshes the 3d view itself, not the selection boxes states).

At some point in TT64's development, I had to make a change that made refreshing selection boxes states much slower, it seems that this particular process is even slower in Director 11 for some reason. I'll have to do some serious rewriting of this part if I want to make it faster.

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Deleted User
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Posted on 09-23-08 05:01:46 AM (last edited by Blaster at 09-23-08 02:09 AM) Link
Originally posted by VL-Tone
Originally posted by Blaster

Actually, when I said everything was slower in this version than the last version except for the 3d view, I exaggerated. I haven't actually tried everything yet, but I have noticed that selecting objects, changing the size of the TT64 window and turning on/off act stars on objects is slower. Sorry.

Edit: Actually, I how found more things which are slower and I have to disagree that the only thing that has slowed down in the current version is selecting objects.


Could you give some examples? It's hard to me to know what's slower since most everything is much faster on my Mac since it's now an intel native version (vs. the previous emulated PPC version).

On the start, when you click the splash screen, it takes longer for the open rom window to come on. Also, it takes longer to enable/disable the object combo list and change between the object combo, behavour and model ID lists.
Me-me
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Posted on 09-23-08 10:08:38 AM Link
The camera anchors are in fact, static sound effects.
In castle grounds, the one close to the waterfall, for an example, makes the waterfall noise.
The other ones makes those insect and bird noises.
In shifting sand land there's one object wich makes the sandfall sound.

Well, uh, let's get back to the topic.

Deleted User
Collection of nobodies
Posted on 09-25-08 01:47:31 PM Link
Suggestions:

1. Drawable selection boxes, like dragging with the mouse or something to create a selection box to select a group of objects.

2. An option to be able to see the level boundries, so you can tell if you are making your level in the right place. (Like, for example, so you don't place objects past the level boundries and are unable to get to them.)
Me-me
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Posted on 10-02-08 02:06:58 PM Link
A function that sorts all various kinds
of objects into categories.
Like an ''enemy'' folder or an ''collectable objects'' folder.

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Wow! SM64 is totally turned upside-down!
Deleted User
Collection of nobodies
Posted on 10-03-08 06:25:46 AM Link
Tabs, so more than one level can be edited by the user at once.
A auto-save feature that if TT64 crashed, it could be loaded back up as if nothing occured.
Preview animations for objects with moving behaviors and textures that move along geography.

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[Posted by Glitschen]
Me-me
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Posted on 10-05-08 04:56:11 PM Link
TT64 already have auto-save, but you'll have too
check that box in the prefences.
(This might slow the program down)

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Wow! SM64 is totally turned upside-down!
Deleted User
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Posted on 10-08-08 08:49:30 AM Link
Ah, Thanks.

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===================
[Posted by Glitschen]
Stevoisiak
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Posted on 10-09-08 12:17:55 AM Link
Once again, It's time for me to list the best of the suggestions

-An undo button
-Objects organized into categories
-Integrate Text Editor, Rom Extender, and Toads Tool into one program
-Update Flatworld to Messiaen's Version
-Automatic texture resizing
-Ability to manually insert RGB values for Mario's color
-Combine the paintings into one texture
-Ability to set preferences before loading the ROM
-A "Save As" Button
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Jul - SM64 Hacking (Archive) - ToadsTool Suggestions New poll - New thread - Thread closed


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